Re-record count is inaccurate, as rewind was mostly used.
Takes damage to save time. Death was used to save time. Heavy use of glitches. Skips levels
When you reach a miniboss or boss, there is a chance they will glitch if too many sprites are present, as shown in Alyosha & Kyman's run in level 6's boss, or become even glitchier if you activate a boss fight while enemies are exploding.
I am not sure how this works exactly, or how to make this reliably, but RAM address 0x0089 might be of use.
The items that the miniboss spawns in level 2 seem to increase the current level i am in, effectively skipping all of level 3, and putting me past the end of level 4, out of bounds. Luckily there was floor there all the way to the boss.
Glitching bosses like that only works for minibosses, or bosses that explode. Bosses that collapse will only spawn in weird locations no matter what, and still have full health.
Trying to glitch other exploding minibosses will not be worth your time, as the items that will spawn will have no helpful effect. For example, the 3 mini-bosses in level 6 will spawn items that will increase your HIT count by 1, 10, or 100, in that order.
Thanks to Alyosha & Kyman for the boss quick-kill death glitch!

Samsara: Judging.
CasualPokePlayer: Judging...
CasualPokePlayer: Setting to delayed per author request.
CasualPokePlayer: Well, can't delay this forever, so, judging...
CasualPokePlayer: At a glance, this movie looks very well optimized. For that, I would say well done Lucky Bacon! However, comparing this movie with the published run shows minor execution issues here and there. It's not terribly obvious, nor does it distract from the great improvement this run is over the published run. These issues can't really be fixed without just outright redoing the movie, so this seems fine. The author has also stated they have found new skip that would save several minutes too, but of course this would requiring redoing the entire movie, so this isn't something to reject over.
Given this, I say this movie is acceptable.
fsvgm777: Processing.


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This topic is for the purpose of discussing #7166: Lucky_Bacon's NES Fist of the North Star in 06:08.94
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That was completely unexpected! These new finds are insane! Yes vote.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
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Cool find, what made you think to try that?
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Alyosha wrote:
Cool find, what made you think to try that?
These finds were mostly found accidentally way back when i had no internet. (The one you had happen in level 6's boss, but differently, in level 2, and scroll lock bypass) I was around 9. I was just playing the game, and when i got to level 2's miniboss, i saw it spawned in the middle of the screen, instead of one of the sides. I found that wierd, but didn't care much about it, until i saw that i killed it in one hit. I didn't know much about programming back then, so i just shrugged it off. About 1 second after the fight was over, i started hearing some weird faint sound effect, and then an explosion occured, and that item spawned, which i missed the first time. Some time later, it happened again. This was around the time i started becoming a glitch hunter, and also having way too much fun with randomized Game Genie codes. This time, i remembered to collect the item, and when i did, i fell through the floor, and i was surprised to see i was in level 3. Not much i could do though, since i didn't have any computer. And even if i did, i wouldn't even know where to start. Many years later after i started playing with emulators, i started playing with tools like FCEUX's HEX memory editor, and then later on, simple ASM programming, and then, the debugger. So i started having fun breaking games with glitches, and eventually went back to this game. I was able to reliably bug out bosses like that, exploring the glitchy out-of-bounds area by bypassing the scroll-lock. And this is how i accidentally discovered skipping bosses. I tried doing that on the first boss, not miniboss, but i before spawning the boss, i just punched both enemies at the same time, for fun. And then the boss just spawned in the middle of the screen, where one of the enemies were, and appeared glitchy: It wasnt moving, and then the game just moved on to the next level. I was amazed. The reason i wait a little before spawning the boss in the movie is that if i do it while the enemies are about to explode, it will take much longer to do the transition. The value at 0x0084 increases every frame, and does the transition once it reaches FF. When an enemy finally explodes, it changes from 3B to 80, which speeds things up a lot. The number at 0x0089 seems to change randomly between two numbers, and the boss will only glitch out if that address is a certain number. I don't know very much how this works because it seems to differ every time. But if it doesn't work with one number, then just wait until it does change, if it ever does, then spawn the boss. Level 2 miniboss spawning two of these level-skip items took me by surprise when i did that glitch on it. Anyway, i plan on making a compilation of quick undiscovered(?) glitches from random videogames in one video eventually, and that game will be in there, including all the glitches in aware about. If you're curious about the scroll-lock thing, all you have to do, is reach a place where the camera stops. If you went fast enough, you might notice a few pixels showing either the next area, or a glitchy mess. Once that's done, you want to make the camera move the other way ONE pixel, or just enough to not completely hide those extra pixels, then just go back. The camera no longer has any boundaries, unless you go back to the intended location. Here's a clip of something i discovered when trying that in random places way back then: Link to video EDIT: Source video was accidentally deleted. Fixed.
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I am entertained by the hero on a pogo stick.
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In NES Hokuto No Ken (the previous game in the series, as this is Hokuto No Ken 2, source https://en.wikipedia.org/wiki%2FFist_of_the_North_Star_%28NES_video_game%29%23Development+%29 you can manipulate enemy projectiles to spawn behind Kenshiro and boost from them, trading health for speed. Is this possible in this version also? little bit elaborated NES Hokuto No Ken mechanic: - nearly every button on every frame changes the outcome of a projectile being spawn, the position of the projectile and the direction of the projectile - hitting a projectile boosts him if it hits Kenshiros from the back while it flies to him (looks like this happens in this version as well, those blue projectiles following you and the way they boost you forward) - a projectile is usually 1 dmg but there are other projectiles, damaging more
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Alyosha
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I look forward to you glitch compilation video.
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"You are already dead." https://www.youtube.com/watch?v=po77bJk1DdI. Yes vote.
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MESHUGGAH: I will need to look into that. These boosts should be useful in levels with transitions, like level 2, first floor of level 6, 7, and tight spaces from breakable blocks. Other than that, if it's just rooms that go straight to a boss, or gates in level 5, i would actually lose about 3 frames, due to the camera not scrolling during the knockback. Only the camera position matters in those cases. CoolHandMike: "You are already dead." *Bunnyhops away*
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Now that you mentioned camera scrolling, I think NES Hokuto no Ken also requires it for entering doors, not just Kenshiro's position. So projectile boosting would help if you are at the right cam position but Kenshiro isn't, sacrificing 1 health for a few horizontal position advance.
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Seeing how fast level 7 ended after defeating the boss, i thought i did something "special", and was hoping to see if this could be done in other levels. Instead, i see that it was just coded that way, only for that level? Don't know if this snippet helps, but thats what i understood just from these lines. I'm still a beginner at this, and debugging stuff.
B898:  A9 80     LDA #$80      ;default value to set $84 when bosses' death animation is finished
B89A:  85 84     STA $84       ;boss death frame counter, incrementing
B89C:  A5 FE     LDA $FE       ;not sure
B89E:  D0 10     BNE $B8B0     
B8A0:  A5 EE     LDA $EE       ;current level
B8A2:  29 07     AND #$07      
B8A4:  C9 03     CMP #$03      
B8A6:  90 04     BCC $B8AC     
B8A8:  C9 06     CMP #$06      ;level 7
B8AA:  D0 04     BNE $B8B0     
B8AC:  A9 C0     LDA #$C0      ;Set this value to $84
B8AE:  85 84     STA $84       ;boss death frame counter, incrementing
Not sure why they even did this. That's unfortunate.
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I've just realized that you seem to be a new TASer judging by your post counts. I'm impressed by your first movie if that's the case and I see you are eager to learn. Haven't watched the whole TAS through an emulator, so now I can only say: keep up the good work! :) Here's my notes for the lines of your snippet: (the numbers became colorful because I've used this tag: [code=lua])
Language: lua

B898: A9 80 LDA #$80 ;load the hexadecimal number 0x80 to A(ccumulator) B89A: 85 84 STA $84 ;save A to 0x84 memory address B89C: A5 FE LDA $FE ;load the value of 0xFE memory address to A B89E: D0 10 BNE $B8B0 ;if the zero flag is not set, branch to the subroutine located @ B8B0. Looks like zero flag is set, so we stay at the current branch. The zero flag is the 2nd from the right of the processor status registers. You need to open the debugger or change your emulator settings to be able to see these values. Probably supported by both FCEUX and BizHawk. B8A0: A5 EE LDA $EE ;load the value of 0xEE memory address to A B8A2: 29 07 AND #$07 ;is the result of A && 7 is true? B8A4: C9 03 CMP #$03 ;is the value equals with 3? B8A6: 90 04 BCC $B8AC ;if the clear flag is not set, branch to the subroutine located @ B8AC. Looks like the clear flag is set, so we stay at the current branch. The clear flag is the last one of the processor status registers. B8A8: C9 06 CMP #$06 ;is the value equals with 6? B8AA: D0 04 BNE $B8B0 ;same as 4th line. Zero flag not set. B8AC: A9 C0 LDA #$C0 ;load the hexadecimal number 0xC0 to A B8AE: 85 84 STA $84 ;save A to 0x84
Feel free to ask any questions, I might able to answer it.
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Samsara
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Going through both this run and the published run side by side, I noticed that some sections of movement are executed slower in this run. I put together a comparison spreadsheet showing both runs, along with some notes/advice about the specific sections. Would you mind looking into/explaining some of these?
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Samsara wrote:
Going through both this run and the published run side by side, I noticed that some sections of movement are executed slower in this run. I put together a comparison spreadsheet showing both runs, along with some notes/advice about the specific sections. Would you mind looking into/explaining some of these?
-This looks like bad enemy RNG, could be manipulable/avoidable? -Sprite overflow glitch saves time here, but I feel like the enemy spawns could be manipulated for a faster result? -Well I mean good job skipping two stages for sure, but I've got the same suggestion with the previous sprite overflow usage. I've tried many things to get the enemies to spawn how i want to so i wouldn't need to go left. I am not sure how enemy spawning works. At the moment, all i have that could help with that is address $0385, and that if i bring the screen too far in S2 miniboss, they wont spawn at all, unless i go back to the staircase. The limit seems to be about in the middle of the second window. I can still defenitely see improvement to be done there, if they would stop throwing things making them fall behind a lot. That address might not even be of use, and i might just be getting the wrong idea from it. S6 Postboss: Check the published run here and look at how it climbs the staircase at the end. You seem to lose time on every staircase like that in this stage. I definitely know what i did wrong with those staircases and how to fix that. I did not realize my mistake until pointed out. So does pausing change the spawn patterns? You gain a good number of frames from not having to deal with as many enemies. Definitely look more into this. Pausing only delays their spawning for a little. Doing it multiple times prevents them from spawning. This was pretty much done if i was sure there was no way to dodge their attacks, knocking me back. I'll still look into it. S6 Miniboss 3: What a weird section in both runs. I'm not sure what to make of it, honestly. Published is definitely faster, but also does things that look like they lose time... That boss seems to spawn quickly, and since the screen transition puts us too far ahead, getting knocked back left, or hitting a wall like they did would help. Something i should've done. S6 Boss: Bad boss RNG for once. I think this is the only boss loss (lmao) in the run? How hard is it to manipulate bosses? It is not hard. I kind of just learned that a little too late. Most bosses could have a few frames saved as well. At this point, i might as well just restart. hahaha
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That way of skipping bosses reminds me a lot of Zook Man ZX4 (GBA) during DTC6, where we had to coax enemies into a position so that we can kill them just as the boss spawns, tricking the game into thinking it was the boss that died. I'm not sure how similar the trick actually is, but this is the first thing it reminded me of when I saw it. It's a cool trick that is very hard to find, and I will of course vote yes.
Current thoughts: Hachiemon (J) for GBA.
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Lucky Bacon wrote:
At this point, i might as well just restart. hahaha
Should I delay this and wait for an improvement file, then?
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Yeah, i decided to do it again. I'll be complaining from time to time about the game's mechanic in the Discord server
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I think you can cancel your submission and edit the submission text saying new improvements found and you are redoing the TAS. edit: I guess I could also look into this game and check the TAS in case you would like to collaborate with me. edit2: - to minimize lag frames, you can jump higher without losing time. the height required to avoid a lag seems to be dependent on other enemies around the same positions horizontally drawn. There is no real rule apart from trying to change the jump heights to change the starting floor position of the next jump. edit3: I've started to transform my Hokuto no Ken hud script from fceux to this game for bizhawk but currently it has a fatal bug, will update it maybe tomorrow. User movie #73111147014864254
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Player (36)
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Neat! I also made myself a simple script that just shows me some values, and made it yell at me in red if screen lag is detected. It's poorly written, but i had no intention of releasing the script anyway. just the addresses. The warning stays on screen for 2 seconds, with the timer being visible. The timer is red for the first 30 frames, and then becomes yellow. Rewinding clears the warning. This is what i have at the moment: -Camera position, except mine uses 0020 instead of 0026. -0084: A timer that is used for one of the two sprites exploding, when to resume a game when a miniboss is defeated, or when go to the next level after defeating a boss. -007A: Might be an enemy's x position on screen? This is what i use to skip bosses. When i punch enemies, and stay right next to them, it seems to randomly change between two values. When this happens, i just activate the boss when it shows one of two values, and if it is correct, the bosses glitch out. If not, then i just wait until the other value shows up to activate the bosses. Sometimes, it might not change at all. So punching the enemies at a different position or timing might change this. Update from last TAS: Seems like i only need one enemy's explosion timer to be above 80, but i still need to punch the other one. I can just do it much later. That saves some time, as long as the correct enemy gets in my face first to receive a free punch in the face. -0385: This needs more investigation, but it seems to be some kind of timer that has to do with enemy spawning? It decrements by one or two depending on how many enemies are on screen, and then stops at a certain low value?
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Haha, for other TASes I used to draw a red rectangle over the screen when the character has 0 X position change, this way I can see the red flashing while turboing through the movie. According to my notes, if I'm not mixing up this with another NES game (Rush'n'attack), these were the values for hokuto no ken and my new ones for fist of the north star: x pos 0x60b 0x613 y pos 0x60c 0x61c camx 0x24 0x26 p alive 0x500 (32 projectiles according to my notes, might be only 16 max) N/A p x 0x523 N/A p y 0x525 N/A I will start gathering enough memory values and fix the crash and then we can continue doing this. For me it's ok if we communicate through this thread or through PMs, my plan would be something like: - get all required memory variables for the HUD script - make a comparison notes for previous TAS (starting frame numbers for each level and their duration) and this TAS - start reworking the levels one by one (it looks like the game is somewhat hex-edit friendly: it's possible to change minor inputs without heavy attempts to resync it, but I always prefer to get every tech implemented as early as possible to avoid headache later) edit: watched the previous 2 TASes of this game and I think I can guess what is that animation timer. In NES Hokuto no Ken, if I recall correctly, depending on how much you killed the boss (getting his health to 0 or making an overkill, damaging way more) will get a different animation. I suggest to use this video to understand what I'm talking about and then read my line: (watch this from 1st boss start to 1st boss end) Link to video Animation 1 - damaging a lot but his health not reach 0, explodes and a Japanese text appears (for example for the 1st boss: Hokuto Jūha Zan (北斗柔破斬, The North Star Softness Ripping Slash) (watch this from 0:00 until 0:20. you can see on the right side that the first 21 seconds is recorded in one take. the video uses cheats, so he able to bring the boss health to 0) Link to video Animation 2 - damaging his health to 0. if this happens, the health bar also shows 0 and there will be no Japanese text being shown on the screen. Animation 3... now this is where I'm not sure about my memory. I believe it's possible to overkill the boss (his health value went from 0 to negative) and the animation was much shorter... I don't have my WIP as I've formatted my tasing drive mistakenly, but I guess this isn't important regarding our case of tasing the next game in the series. edit2: This would somewhat answers why there is a timer that gets reset, which probably used as "Did Ken beat him in N seconds while hitting him M times?". Probably because while I TASed the game, I was able to make very fast, all hit combos which made possible for me to see the 3rd type of boss death. edit3: versions: NES Hokuto No Ken has 2 versions, normal release and beta version. TCRF (unsure if I can link that page due to the no linking to copyright stuffs) accounts this as prototype and only the number of trailing digits are different. NES Hokuto No Ken 2 is the Japanese version of NES Fist of the North Star. TCRF says the main difference is Japanese texts and the credits also shows a picture of Lui (the girl who Ken rescues, she is the twin sister of Lin. Lin is the first girl from the first episode of the anime, when she meets Kenshiro in the prison IIRC) edit 9: I watched multiple videos and none of them depicted Liu... might by a mistake from TCRF. The following differences mentioned in the FAQ TCRF:
The Japanese version is harder because projectiles are randomly thrown at you from the sides of the screen like in the previous game and the first two mini-bosses have to be hit in their heads. Kenshiro's color was changed from black to blue. The "abeshi" and "hidebu" power-ups were changed to white and black stars. The NPCs that appear at the end of some stages were removed for the US version. In the Japanese version, when you use a continue you are dropped in Stage 4. In the US version, you continue from the stage you were on.
edit 10: Dying on 1st stage doesn't gives the ability to continue... Couldn't verify this last line where we would continue on stage 4. I believe this means this only happens if you already beat stage 3. NES Hokuto no Ken 3 and 4 is an entirely different game, similar to those classic Japanese top view, overworld map walkable stuffs, but much better than those cheap Chinese bootlegs. edit4: NES Hokuto no Ken 2 (japan version) tests Killing two guys whos explodes to glitch the boss: - if one guy explodes and another guy explodes later while going through the "start miniboss" camx pos, the boss will die after 3 seconds and it looks like the two guys turns in to a flag that goes upwards. Enemies and projectiles will spawn as usual. - if both guy explodes and we go through the "start miniboss" camx pos (it looks like I need to be closer to that camx pos to get this effect everytime I test this), the boss fight ends after 3 seconds and the boss' sprite will remain on the screen until we enter another screen. Enemies and projectiles won't spawn until entering another screen. edit6: (they actually spawn but instantly die as soon as drawn) edit5: LOL, I just realized that this might be a potential time save, as none of the TASes did this on the first miniboss. Both effect can be done in Fist of the North Star as well. The glitched sprite looks a little bit different but it also showed something flying upwards from the two guy killed. Only had success with once (I'm using a savestate and replicate the glitch in real time), there is a tricky timing in how much frames spent between killing the two guy. So far I believe the USA version of the game should be used because of not using that cutscene after each battle main boss 1, main boss 2, main boss 3, main boss 5 (different cutscene), main boss 6. All of these cutscenes are cut in the USA version. notice around 1:57 in following video Link to video edit11....: Screen lock bypass: - Works in NES Hokuto no Ken 2. I've tried it on level 1. Went left as far as I could but nothing useful found until I died from the timer hitting 0. Enemies and projectiles won't spawn. The screens getting loaded seems to always use correct level data but they get loaded from seemingly randomly places. Since nobody spawned, the miniboss and boss also not spawned. Need to test more to be sure, might save time if we figure out does it required to spawn both miniboss and boss to be able to skip the level using the main boss double ko glitch The cam x position rolls over from 0 to 65535 and down. Since the bosses seems to be cam x pos dependent on when to spawn, they probably cannot be spawned arbitrarily. I guess the video you show in your first post in this discussion thread (bypass screen lock and fight main boss 2? not really familiar with this game so far) has the right cam x pos either because it's already positioned somewhere 65535 or the starting cam x position is already bigger than 255. Up to stage 6, it looks like the cam x pos gets increasing for each sequential levels, which then gets 0. Some screen transitions adds 255 or a bit higher values for example when going through stairs or going to the next level. Stage 1 cam x pos 0 to 3840 Stage 2-4 cam x pos 0 to 3410 (cam x pos 3326~3410 where you do a fancy out of bounds trick and then you go back to 1404) Stage 5 cam x pos 0 to 6400 Stage 6 cam x pos is 0 to 13570 Stage 7 cam x pos 0 to 4860 Final stage cam x pos 0 to 258 final edit to this post: Here is the 1st level breakdown between the previous TAS and the current TAS. https://docs.google.com/spreadsheets/d/1GvTYgRjMsYSk8Jt3U8HjL7OphKcUWiGyy1YvzwCwFW8/edit?usp=sharing So now the following needs to be done before I start optimizing (minimizing lag frames caused by other enemies present in the same horizontal lines as Ken): - Check if delayed double kill explosion for 1st miniboss --> is it faster to manipulate two enemy there and using this glitch to kill and let projectiles and enemy spawn (required for 1st boss skip) - Check the remaining differences between Japanese and USA version. The Japanese version has both benefit and problem by much more projectiles being spawned. This increases the opportunity of dmg boosting while introducing a bit of lag - Settle at one of the versions between Japanese and USA - Make a test movie with the delayed double kill explosion for 1st miniboss to investigate why it's possible to get this alternate effect
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I'll keep updating this post with the new times i currently have, with the spreadsheet you uploaded.
  • 1st miniboss end (99): 1441. Enemies spawning close enough to the miniboss made it possible to glitch the boss, and skip it, saving frames.
  • 1st boss end (lag frames): 2854. If enemies at the end had their positions switched, i would've been able to save even more frames. Both of them need to be exploding(doing the noises), but really only one, (the correct one) need to be already exploded.
Link to video This is not part of the TAS. Enemy positions were modified for demonstration. If "That number thingy" stays at a high value, then the boss might glitch or spawn weirdly. 007A(thingy) and 0084(Splode timer) seem to handle both enemies, at least, and seems to always be trial-and-error with them, but so far, they haven't disappointed me. I should probably rename "thingy" to something like "sprites X position".
  • Level 2 start (colors ready): Old: 3036. New: 3004
  • S2 miniboss end (99): Old: 4887. New: 4826
  • S2 (or S4) boss spawn: Old: 6109. New: 6007
  • S2 (or S4) end: Old: 6429. New: 6344 (17 frame loss because bad Boss RNG. This was the best out of many attempts.)
I'll take a break here.
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I don't seem to get any differences on their animation, or timer, if i bring their health to 0, or do the other stuff. Their health won't go into the negatives either. So, something that disappointed me yesterday is that, even in the US version, i cannot attack the bosses' weak point, because that will prevent me from going to the next stage when doing the death glitch. The timer at 0084 gets reset at some point, but nothing happens. In the japanese version, it resets, and shows japanese text at the top. So attacking their weakpoints makes you lose more time in both versions, if someone does a no-glitch run.
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Note that the animation differences I mention is from NES Hokuto no Ken. The Japanese text you see in NES Hokuto no Ken 2 is the same as in NES Hokuto no Ken, it's the name of the killing technique you or the boss used, depending on who killed whom. I don't know what happens at double ko glitch. I'm pretty sure that the Japanese version is the original (first released) while the American version is the easier, cut version. This might means that a change like removing the Japanese text affects the double ko glitch which helps us (as long as the observation was correct and the double ko glitch doesn't happens in the original Japanese version but in the American version we use). Here's my current lua script: User movie #73194288044847889 Still looking at the correct size and number of enemy object data, also the BizHawk crash seems to be not my fault albeit I tried to fix it but seems unfixable from my side (from lua scripting). Here's more notes about this and some Japanese version stuffs: strategywiki https://https://www.neoseeker.com/hokuto-no-ken-ii/faqs/95151-hokuto-no-ken-2.html edit: it looks like there are different lag levels... there are frames where Kenshiro (or the camera) only moves 1 or 0 px horizontally while vertically still moving. And there are lag frames where Kenshiro moves 2px but nothing else. So I need check the debugger to see what makes these difference. edit3: latest hud script with objects and lag indicators User movie #73199531389776805 edit 4: reinvestigated lag frames: 2 different lag levels in your submission movie (not every occasion mentioned, only selected a few examples) Horizontal lag frame 310, 368, 414, 644, 686 --> Kenshiro/camera only moves vertically (frame 686 uses 1st lag indicator) Half horizontal lag frame 2339, 2350 --> Only Kenshiro/camera moves 1 px horizontally. The next frame will be also 1px horizontally
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
MESHUGGAH
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Skilled player (1917)
Joined: 11/14/2009
Posts: 1353
Location: 𝔐𝔞𝔤𝑦𝔞𝔯
Latest, v4 hud script: User movie #73201490362265633 Currently doesn't checks for half position lag. Also doesn't accounts going to left, so might report lag erroneously. Checked your submission up to frame 2550: 8 frames with horizontal lag 300, 310, 368, 414, 644, 686, 2362, 2544 one more edit: sheet link: https://docs.google.com/spreadsheets/d/1GvTYgRjMsYSk8Jt3U8HjL7OphKcUWiGyy1YvzwCwFW8/edit?usp=sharing Made 3 movies with 3 different strategy for 1st miniboss (edit: all movies will desync after the mini boss fight) and it looks like the best strategy is do a double enemy kill and start the fight at the right time to make him not spawned down (need to check if my hud script really works). WIP2 using your submission file but removing all lag frames up to 1st miniboss User movie #73202434469889014 WIP3 using WIP2 but delayed explosion. 40 frames slower User movie #73202494606517660 WIP4 using WIP2 but double kill explosion. 41 frames faster! User movie #73202511855948771 Note in WIP4 (which is the fastest strategy so far) uses the "boss not spawned" stuff I found while testing the Japanese version (edit:) so enemies will still spawn. I will continue researching on Monday.
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
MESHUGGAH
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Skilled player (1917)
Joined: 11/14/2009
Posts: 1353
Location: 𝔐𝔞𝔤𝑦𝔞𝔯
Ooookay, let's see what we have so far. Will edit this post later as I've ironed out the information and observations. Version differences ? - The double explode miniboss glitch and the 2nd double explode miniboss with 2 next level power up works in both version. edit: test movie showing the 2nd double explode miniboss with 2 next level powerup for Japanese version User movie #73227026846335122 - The Japanese version has more projectiles, giving more opportunities to damage boost for example at Stage 2 (level 1) - The Japanese version has some cutscenes for a few stages, much longer than the time we could save by dmg boosting - The Japanese version power ups are a bit different Because of the longer cutscenes, we should stay at the American version. How does the engine works The engine only allows 2 enemies at once and 3 4 objects at once. This means 3 projectiles, 2 projectiles and an enemy or 1 projectile and 2 enemy maximum. A boss counts as an enemy and the boss only spawns correctly if there is a free space in the slots. If an enemy is in an exploding state (only happens when you use B --> punching), depending it's exploding timer, the enemy won't be cleared from the enemy table when you start a boss fight. The boss will spawn with the values of the exploding enemy and will be placed into enemy 0 slot. Then he rewrites one value (17th) Double explosion glitch If two enemy is in an exploding state and you start a boss fight, then depending on their exploding timer, the boss won't spawn. However, both exploding enemy will get some values overwritten (6th, 11th, 15th, 17th) and the higher exploding timer between the two enemies will be used. 0x84 seems to be a "global explosion timer" which uses the highest explosion timer. The level will end in 255 - highest explosion timer frames later. - Currently unknown why it doesn't works for Stage 1 (level 0) miniboss to acquire it as a next level power up Fastest strategy so far (Applies to both Hokuto no Ken 2 and Fist of the North Star) Stage 1 (level 0) - Manipulate two enemies as close as possible to the first mini boss cam x position 1792 - First mini boss double explode ( I don't get glitched next level power up here :( ) - Manipulate two enemies as close as possible to the final boss cam x position 3840 - Final boss double explode ( we don't get glitched next level power up here :( ) Stage 2 (level 1) - This level has 3 stairs, which increases our cam x position greatly: (cam x position in previous room, cam x position in next room) from 1070 to 1560 from 1794 to 2304 from 2200 to 2816 - This level might improbable with using damage boosting if possible - Manipulate two enemies as close as possible to the first mini boss cam x position 3328 - First mini boss double explode, pick up glitched next level power ups for Stage 4 (level 3) Stage 4 (level 3) - cam x position 3328 - Going back to boss from right to left 1404 OR... die and start from left to right... right to left --> 3328 - 1404 distance --> 1924 / 2 = 962 left to right --> 0 - 1404 distance --> 1404/2 = 707 frames moving and death and respawn time. Since it takes more than 962 - 707 = 255 frames seconds to die and respawn, the submission's strategy of going to left seems to be better. The question is does this "gather 2 next level power up" works on other bosses. If yes, we need to find which levels favors us the best cam x positions to finish the remaining bosses. Latest hud v5: User movie #73228759550285392 edit2: glitched power up tests edit3: - Picking up a normal power up: 3000 score points. - The powerup of an enemy transforms when doing a double exploding glitch - The only miniboss who gives us next level glitched power up is the 1st miniboss in Stage 2 (level 1) so far. - Both enemy will drop the newly transformed power up Stage 1 (level 0) 1st miniboss. White flag sprite. Stage 2 (level 1) 1st miniboss. White flag sprite. Glitched next level power up!! Stage 6 (level 5) 1st miniboss 5122 cam x pos. Golden necklace sprite Stage 6 (level 5) 2nd miniboss. Kenshiro sprite :) Hit + 10 edit4: powerup ids and what happens at the boss fights... Doing the double exploding enemy will take up the 2 out of 2 enemy slots before entering a boss screen. With the right global timer and their exploding timer, the boss will be loaded to both slot and will overwrite some values (noted with Bs in my hud script). Since the boss spawns with 0 health, his exploding timer will start, which is first the highest timer version of the boss and then the small timer version of the boss (when an enemy has 0 health, they will only explode after 128 - current timer frames). The newly transformed power up for the (2 as both of them) boss will be increased according to something... the formula is not known currently, but if you see the screenshots, see B - 17 for the value and what is shown on the screenshot. I assume it has something to do with the array of minibosses, each miniboss having the transformed powerup of miniboss position + 4. (miniboss 0 the first having 4, miniboss 1 the second having 5... not sure about this theory so far) Value of B - 17 in hud or 0x398 for enemy slot 0, sprite 0, no power up 1, half star, +1 star if you have 4 star already IIRC 2, full star, +1 star 3, golden necklace, + 3 bomb 4, white flag, no effect 5, white flag, increases level by 1 <--- what we call glitched next level power up 6, white flag, no effect 7, golden necklace, +1 hit 8, Kenshiro, +10 hit 9, Kenshiro, +100 hit A, Kenshiro, +1000 hit B, nothing (also gets removed fast) C, nothing (also gets removed fast) D, Kenshiro, +10000 score E, Kenshiro, +100000 score F, Kenshiro, +1000000 score 10, nothing 11, Kenshiro, nothing 12 to 28 either Kenshiro or nothing and also gets removed fast 29, floating body?, nothing 70, opens a door?, nothing apart from a visual door being opened 71, one of the bosses, restarts stage 72, Kenshiro, nothing 73, nothing 74, Kenshiro, err a visual animation plays, probably kills everyone on screen, don't know as I'm not familiar with the game The reason this glitched power up exists seems unintended from developer side, is that they were using developer code to select the stage they want to go. While the game was never intended to be using the engine for this, the feature of instantly loading the part of the level when the level number is changed is there. final edit: even the "power ups" have near instant impact on the gameplay as soon it's value changed... As I seem I've (regarding understanding the glitch) finally looks like cracked the code, I will compile the tricks and stuffs in to a Wiki: GameResources. Also should beautify my script and use better screenshots and animations... The following test what needs to be done before diving in creating attempts that might will be unusable because of different beginning parts, are the following: - verify formula of transformed power up to be miniboss position + 4 - find possibilities to manipulate this B-17 0x398 value to be 5 (pausing, dying, continuing, etc) - act accordingly somewhat the basic strategy notes I wrote above in this post. Note for you as you probably don't have this permission to edit GameResources page: Any user with at least one published movie or with special permissions granted by an admin or admin assistant may edit these pages (see Editor Guidelines for more details). In case you would also like to edit it in the future or something.
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...